Tabletop Simulator

Tabletop Simulator

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Citizens of the Spark
   
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Type: Game
Complexity: Low Complexity
Number of Players: 1, 2, 3, 4, 5
Play Time: 30 minutes, 60 minutes
Assets: Cards, Rules
Language: English
File Size
Posted
Updated
548.347 KB
Sep 12, 2024 @ 9:02am
Oct 1, 2024 @ 5:06am
13 Change Notes ( view )

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Citizens of the Spark

Description
The fate of creatures touched by the spark of intelligence hangs in the balance. You must recruit strong animal allies to your city and unlock the potential of your citizens if your settlement is to survive the days to come...

Citizens of the Spark is a variable set-up card game in which players take turns attracting citizens, taking actions, and claiming sparks. The more citizen cards a player has of a specific type, the more powerful that citizen's action becomes. The player with the most sparks in their city when the deck runs out wins!

Play with 7-10 animal citizen types per game, chosen from 30 available creatures and combined into one shared deck. Every citizen type has distinct powers, making each game's action combos uniquely variable.

On your turn, recruit multiple citizens by selecting an available group of cards, placing them in your city tableau, and grouping like citizens together to grow their action strength. Next, select one type of citizen in your tableau to activate, taking the effect of the card and discarding it from your city. But keep watch on rival cities, because when you activate a citizen, all players can follow your move and activate a matching citizen of their own!

Citizens of the Spark is great for fans of games like Dominion, SmashUp, Everdell, and Wingspan. You'll find endless clever card combos, gorgeous anthropomorphic animal art, and no down-time between turns.
1 Comments
minibearden Oct 11, 2024 @ 10:06pm 
Fun game, but I have some suggestions to make it a little more balanced.

1) With the iconography, you should indicate exactly the number of citizen cards are required. We had some issues with the Scout and whether you gain 1, 2, or 3 citizens based on strength.
2) Reduce the number of city slots to like four to make it a lot more stragetic. in this situation, if you gain a citizen that isn't in your city, you can either discard it, or discard one stack in your stack and keep the one you took/attracted.
3) Scout should specifically be a flat number of citizens that you gain and sparks gained based on strength. For example: 1 strength is 1 citizen. 2 strength is 1 citizen and 1 spark. 3 strength is 1 citizen and 2 sparks. The reson for this is that Scout gets ridiculously OP if someone gets a bunch of them. It just kinda isn't fair.
4) Needs a Winston draft for a two player variant.